Playground Mod

And put them to the right tech. I just put them based on certain guidelines.
 
K.

Well, thinking of it, some of the units aren't too off context, like the Reb Archer, although he wasn't that Uber, and the UF Elite Mercenary. (Face it, the Rebs don't have archers, and the regular UF mercenaries aren't very strong)
 
Ok, made a few fixes to the amphibious things.

Getting tired of boy warriors comming and stealing my cities.

Only made the 4th grade level unit (for the group wars civs + Girls), the Elite Final War units (Boy Knight + Alliance Infantry, Elite Freak Master + Gaided), Senso Warriors and Undead Swordsmen, Reb Soldiers, UF Mercenaries, and Marine Teachers be able to be amphibious.
 
Sure.

Beserk Leader/Spartan is testing the random map mod. (On chieften. Xp )
 
Found some bugs while testing....


-The UFs capital city stops growing once it reaches size 2, which makes it impossible for it to build a settler.
-Teacher's can't build armed workers, which means that they can only have 1.
-The cut down forest thing needs to be removed, since cutting down the office makes absolutely no sense, and FA would never do anything to harm their trees. But, I'm playing with half the office cut down for productivity, and FA practically wiping out SJ Forest.
 
The Omega said:
Found some bugs while testing....


-The UFs capital city stops growing once it reaches size 2, which makes it impossible for it to build a settler.
-Teacher's can't build armed workers, which means that they can only have 1.
-The cut down forest thing needs to be removed, since cutting down the office makes absolutely no sense, and FA would never do anything to harm their trees. But, I'm playing with half the office cut down for productivity, and FA practically wiping out SJ Forest.

It is intended. That way, they build a worker, then they irrigate the place. (Or I should enable 1 plot of grassland...)
Really? I thought I enabled it... Oh well. EDIT: I did enable it. Odd.
Meh. Cutting down the forest has other benifits. (Mine, Irrigation, slower building times, less defensive bonus for enemies, etc.)

The Omega said:
And chieftan is a very respectable difficulty.

I never said he was good at Civ. :p
 
The Omega said:
Just a thought, how about we give the Teacher's armed workers this animation?

Well... Not really, because I used the same animations for the worker and the staff armed worker.
 
Bluemofia said:
It is intended. That way, they build a worker, then they irrigate the place. (Or I should enable 1 plot of grassland...)
Really? I thought I enabled it... Oh well. EDIT: I did enable it. Odd.
Meh. Cutting down the forest has other benifits. (Mine, Irrigation, slower building times, less defensive bonus for enemies, etc.)
Yes, but the AIs a complete idiot, and try's to build a settler anyways. I watched them for ten turns, with them having a settler in production, at one turn away, but since it was city size 2, it couldn't be built.

And how is slower building times a benefit?:eek:
 
Well... That's ****** AI fault. So, I added a single square of grassland. That way, they can grow to 3, but slowly.

Oops. Faster building of roads and fortresses and stuff.
 
How's testing going?

Cause I won't be here tomorrow and most of the day after that, so I need to know what to change before I go to Chess.
 
I was testing as the staff, and this kind of constitutes a problem for any civ...

problem3ou.jpg






There are 108 soccer players in this picture.
 
Yeah...

Raging barbarians eat you alive.

Anyways, added an upgrade for both the Principal, and Jessica. It doesn't make sense for them to remian unupgraded for too long.
 
I'll probably only start serious testing when we make the preplaced city version, since I have a habit of getting bored and quiting before the expansion phase is done (Which is why it's been forever since I've played an epic game)
 
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